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Re: Forge Beta: 02-08-2013 ver 1.3.8

PostPosted: 10 Feb 2013, 20:12
by timmermac
Forge doesn't really use HQ pics anymore due to memory concerns. The LQ set pictures will be ready after the CCGHQ pics team has them compiled and moomarc(?) has converted and uploaded them to cardforge.org.

Re: Forge Beta: 02-08-2013 ver 1.3.8

PostPosted: 10 Feb 2013, 20:14
by moomarc
Luxis wrote:So.. what about the image for that new cards?

(and I mean high quality ones..)
EDIT: Timmermac beat me to it, but here it is anyway:

That just depends on how long it takes for the HQ team to gather all the cards, scan them, and then process them. They're completely independent of Forge, but as soon as they're done I'll further optimise and upload the pics. It usually takes about 3-4 weeks after release to get them done.

You can follow any progress from the Pictures thread in the main slightlymagic forum.

Re: Forge Beta: 02-08-2013 ver 1.3.8

PostPosted: 10 Feb 2013, 20:36
by Luxis
THANK YOU! : )
Very, very much. I really apreciate your work on all of this. And, of course, your immediate responses.
(and when I say "your", it's everybody that is involved on this)

But is there any way for me to know, like a subscription on those guys that make HQ pics, like recieving an email or something for their newest uploads?

Gratefully,

Luxis

Re: Forge Beta: 02-08-2013 ver 1.3.8

PostPosted: 10 Feb 2013, 20:38
by Chris H.
timmermac wrote:The Dr. Doom quest opponent has the wrong title. It lists Data for a title.
 
Fixed, thank you timmermac. :)

Re: Forge Beta: 02-08-2013 ver 1.3.8

PostPosted: 10 Feb 2013, 20:44
by Chris H.
Luxis wrote:But is there any way for me to know, like a subscription on those guys that make HQ pics, like recieving an email or something for their newest uploads?
 
The download links will appear in this topic once they are ready HQ PICS DOWNLOADS and Status List (MTG)

Re: Forge Beta: 02-08-2013 ver 1.3.8

PostPosted: 10 Feb 2013, 20:45
by moomarc
Luxis wrote:But is there any way for me to know, like a subscription on those guys that make HQ pics, like recieving an email or something for their newest uploads?
Go to either the HQ PICS DOWNLOADS and Status List thread or the Gatecrash thread (a new thread is started for each expert set), then tick the 'Subscribe topic' checkbox underneath the posts. You'll then be notified via email whenever a post is added to that thread. For the next few weeks you're likely to get others asking when it will be released, but at least you won't miss the announcement then.

Re: Forge Beta: 02-08-2013 ver 1.3.8

PostPosted: 10 Feb 2013, 20:51
by friarsol
timmermac wrote:Possible bug. Computer has a Hand of the Praetors out and I have 9 poison counters. Computer attempts to cast a creature spell, which I counter. I got my 10th poison counter. Since the spell was countered and not successfully cast, I don't think I should've have received the poison counter.
This was already answered, but the idea of "successfully cast" hasn't been in the game for about 10 years or so.

Re: Forge Beta: 02-08-2013 ver 1.3.8

PostPosted: 10 Feb 2013, 21:08
by timmermac
Which was about when I stopped playing paper Magic on any kind of regular basis. #-o :P

Re: Forge Beta: 02-08-2013 ver 1.3.8

PostPosted: 10 Feb 2013, 21:15
by myk
gos wrote:See the attached screen shot.
Thanks for the additional info! Found. Fixed. r19512.

Re: Forge Beta: 02-08-2013 ver 1.3.8

PostPosted: 10 Feb 2013, 21:25
by myk
friarsol wrote:
myk wrote:Should CSP snow-covered lands be marked as Land instead of Common (i.e. should the SetInfo lines in cardsfolder/s/snow_covered* be modified), or should I special-case cards whose names begin with "Snow-Covered"?
CSP Snow-Covered Land were in the common slot (there was no such thing as a Land slot in this set). Do you have the type line in this filtering area? Why not just set Basic lands to your 50 limit (or whatever you mark it for non Snow basics?)
I am currently using the following code to determine the sell threshold:
Code: Select all
CardPrinted card = ...;
int numToKeep = CardRarity.BasicLand == card.getRarity() ? 50 : 4;
if ("Relentless Rats".equals(card.getName())) {
    numToKeep = Integer.MAX_VALUE;
}
Is there a more general way to identify basic lands that will work for lands marked as Common and not Land?

Re: Forge Beta: 02-08-2013 ver 1.3.8

PostPosted: 10 Feb 2013, 23:13
by friarsol
myk wrote:I am currently using the following code to determine the sell threshold:
Code: Select all
CardPrinted card = ...;
int numToKeep = CardRarity.BasicLand == card.getRarity() ? 50 : 4;
if ("Relentless Rats".equals(card.getName())) {
    numToKeep = Integer.MAX_VALUE;
}
Is there a more general way to identify basic lands that will work for lands marked as Common and not Land?
Haven't used CardPrinted and I don't know if its frowned upon to use it this way but maybe:

card.getCard().getType().isBasic()

Basic land rarity is different than Basic supertype.

Re: Forge Beta: 02-08-2013 ver 1.3.8

PostPosted: 11 Feb 2013, 01:50
by lugaru
So I created a deck with all gates for land (2 of each) to take advantage of cards that use gates... and after a few turns my gates will get stuck. I click on them and literally nothing happens... not all of them, but usually most of them.

Another thing... while I cannot tap these lands for mana, I can tap and untap them using activated abilities, and once untapped they work again for a few turns.

Re: Forge Beta: 02-08-2013 ver 1.3.8

PostPosted: 11 Feb 2013, 02:01
by myk
friarsol wrote:card.getCard().getType().isBasic()
That works perfectly. Thanks!

Re: Forge Beta: 02-08-2013 ver 1.3.8

PostPosted: 11 Feb 2013, 02:45
by timmermac
:arrow: Thalakos Dreamsower does not give me the option of choosing whether or not to untap itself.

Re: Forge Beta: 02-08-2013 ver 1.3.8

PostPosted: 11 Feb 2013, 05:05
by mahan21
Not sure if I'm the only one who has a problem with this but the scenario is like this. My deck is a manaless dredge. My opening hand has Phantasmagorian, Street Wraith, Golgari Grave-Troll and other cards. I discard Phantasmagorian during my discarding phase then activates the effect of discarding 3 cards including the Golgari Grave-Troll. I used the cycling ability of Street Wraith to dredge Golgari Grave-Troll then forge crashes.

Here's the crash report.



Code: Select all
This is a Crash Report. An error has occurred. Please save this message to a file.
Please follow the instructions at this address to submit this Crash Report, plus what you were doing at the time:
   http://tinyurl.com/3zzrnyb
Reporting bugs in Forge is very important. We thank you for your time.

null


Version:
Forge version 1.3.8-r19484

OS: Windows 7 Version: 6.1 Architecture: x86

Java Version: 1.7.0_11 Vendor: Oracle Corporation

Detailed error trace:
java.lang.NullPointerException
   at forge.gui.GuiDialog.confirm(GuiDialog.java:49)
   at forge.gui.GuiDialog.confirm(GuiDialog.java:30)
   at forge.game.player.HumanPlayer.dredge(HumanPlayer.java:71)
   at forge.game.player.Player.drawCards(Player.java:1332)
   at forge.game.player.Player.drawCards(Player.java:1306)
   at forge.card.abilityfactory.effects.DrawEffect.resolve(DrawEffect.java:94)
   at forge.card.abilityfactory.CommonAbility.resolve(CommonAbility.java:62)
   at forge.card.abilityfactory.AbilityFactory.passUnlessCost(AbilityFactory.java:1381)
   at forge.card.abilityfactory.AbilityFactory.resolve(AbilityFactory.java:1530)
   at forge.game.zone.MagicStack.resolveStack(MagicStack.java:894)
   at forge.game.phase.PhaseHandler.passPriority(PhaseHandler.java:735)
   at forge.game.player.PlayerController.passPriority(PlayerController.java:72)
   at forge.game.ai.AiInputCommon.showMessage(AiInputCommon.java:110)
   at forge.gui.GuiInput.setInput(GuiInput.java:71)
   at forge.gui.GuiInput.update(GuiInput.java:54)
   at java.util.Observable.notifyObservers(Unknown Source)
   at java.util.Observable.notifyObservers(Unknown Source)
   at forge.util.MyObservable.updateObservers(MyObservable.java:38)
   at forge.control.input.InputControl.resetInput(InputControl.java:141)
   at forge.control.input.InputControl.resetInput(InputControl.java:137)
   at forge.game.phase.PhaseHandler.passPriority(PhaseHandler.java:740)
   at forge.game.player.PlayerController.passPriority(PlayerController.java:72)
   at forge.control.input.InputPassPriority.selectButtonOK(InputPassPriority.java:77)
   at forge.gui.GuiInput.selectButtonOK(GuiInput.java:80)
   at forge.gui.match.controllers.CMessage$2.actionPerformed(CMessage.java:51)
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
   at javax.swing.AbstractButton.doClick(Unknown Source)
   at javax.swing.AbstractButton.doClick(Unknown Source)
   at forge.gui.toolbox.FButton$1.keyPressed(FButton.java:91)
   at java.awt.Component.processKeyEvent(Unknown Source)
   at javax.swing.JComponent.processKeyEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.KeyboardFocusManager.redispatchEvent(Unknown Source)
   at java.awt.DefaultKeyboardFocusManager.dispatchKeyEvent(Unknown Source)
   at java.awt.DefaultKeyboardFocusManager.preDispatchKeyEvent(Unknown Source)
   at java.awt.DefaultKeyboardFocusManager.typeAheadAssertions(Unknown Source)
   at java.awt.DefaultKeyboardFocusManager.dispatchEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$200(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
Edit: The same thing happens whenever I dredge a card.